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Legends and Lore - Nod To Realism

I know I'm not looking for another 3e or 3.5 remake from WOTC. I'm looking for 5e to a game which isn't 4e, but isn't 3e either. I want it to be the next step, hopefully its one that steps toward something more "realistic" and "simulationist" and less "gamist".

Ill conjure others to see if they feel as I do or if they want a "revisit of 3.x".

Yeah, I want 5E to be a different edition also. Not 4E, not 3E, etc. I want them to take the lessons learned from all editions and make a better game. I want to see them pull off the "complexity dial". I want to see them make a game that has a simple introductory version, plus the full version that has built in instructions on variability for simulationist, narrativist, and gamist.

Then I want to see it fully incorporated into DDI, and include support for all past editions (of which 4E will be one by then). I want WotC to reunite the fanbase with DDI, and not fracture it even more with a 5E.

A tall order, I know. But I think anything less would just be a waste of time, and contribute even more to the fracturing of the market and continue a trend of diminishing returns.

If that's not possible, then put this R&D into practical application as options incorporated into DDI, with older editions also incorporated. It could be that an actual 5E isn't necessary...

:)
 

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OK. Then you're misunderstanding something.
That's always a possibility.

I brought AD&D 2e rules text offering several examples of fighters, ranging from Hercules to Alexander the Great and Eric the Red.

At no point did I suggest all fighter were Hercules. Neither I suggest they all should be Eric the Red. That syllogism is on you, pal :).

Why I did suggest was that the text I paraphrased indicated D&D supported a wide variety of campaign tones, which includes "mythic" (and to bring this around to the interminable 4e discussions, in a more mythic campaign, things like martial healing become far less problematic).
When I say, "all Fighters are not Hercules", I'm saying that all Fighters are not going to be able to perform the feats Hercules can due to his status as a demigod. You seemed to suggest that something along those lines is implied.

Not to belabor --pun intended!-- the point, but here goes nothing.

A core rule book suggests modeling a fighter PC on mythic fighters. How do you interpret that?

If the game didn't support a mythic mode of play, why use those examples?

I think the least logical things to conclude, in the face of those comparisons, is i) D&D doesn't support mythic play and ii) the fighter class is strictly mundane.
I think that if you read the Fighter class, you can take the examples in context. Hercules is a Fighter because he uses weapons to hurt things. The context of the class coupled with the example means that there's no reason to make a logical leap to "D&D supports mythic play in the style of Hercules." You can easily see that it isn't the case (good luck diverting two rivers in a day).

However, it makes a lot of sense to list an extremely famous fantasy figure as an example of something in play when you can take the abilities of the Fighter in context to see exactly why that example was given. That is, he's listed as an example because he's famous. You can see how Hercules is a Fighter, because he hits things with weapons. You can see that not all Fighters will be able to perform the mythic feats Hercules did by looking at the class.

That's logical.

Note that I was responding to a poster claiming Hercules *was* just a mundane, high level fighter, empowered by no more than bad-assery, a Hellenic Mr. T.

I brought up the Augean Stables to disprove that.
By implying that Fighters will be able to perform the same type of feat, in essence. I disagreed. And here we are. As always, play what you like :)
 

And on a tangentially, but still relevant, note... Rich Baker comments about the gamist (not narrativist) nature of 4e as compared to the simulationist nature of other editions of D&D on his blog here

<snip>

Funny how the people that were the most closely involved in the game have come down, for the most part, squarely in the gamist camp when it comes to 4e... yet even as evidence continues to mount...are routinely dismissed, ignored or accused of not understanding their own work by those who want 4e to have been designed to be a narrativist game.
His blog doesn't even talk about narrativist design. Nor does it explain what Rob Heinsoo meant when he said that 4e design was influenced by indie RPG (=narrativist, or do you disagree?) design. Nor does he say anything about Robin Laws work on DMG2, which cribs a good chunk of the GMing advice from HeroQuest Revised (presumably a narrativist rather than a gamist game). Nor the significance of "say yes" and other techniques discussed in the DMG, which come primarily from narrativist-leaning than gamist-leaning games, don't they?

And then there is also the recognised fact that similar mechanics, with a strong and predictable metagame dimension (ie mechanics that differ from simulationist ones in just the manner that 4e's do) can support either narrativist or gamist play, depending on what sorts of behaviours by the participants receive social endorsement at the table (see, for example, the discussion of this phenomenon here and here). For instance:

Gamist and Narrativist play often share the following things:

*Common use of player Author Stance (Pawn or non-Pawn) to set up the arena for conflict. This isn't an issue of whether Author (or any) Stance is employed at all, but rather when and for what.

*Fortune-in-the-middle during resolution, to whatever degree - the point is that Exploration as such can be deferred, rather than established at every point during play in a linear fashion.

*More generally, Exploration overall is negotiated in a casual fashion through ongoing dialogue, using system for input (which may be constraining), rather than explicitly delivered by system per se.

*Reward systems that reflect player choices (strategy, aesthetics, whatever) rather than on in-game character logic or on conformity to a pre-stated plan of play.

Which is a really long-winded way of saying that one or the other of the two modes has to be "the point," and they don't share well - but unlike either's relationship with Simulationist play (i.e., a potentially hostile one), Gamist and Narrativist play don't tug-of-war over "doing it right" - they simply avoid one another, like the same-end poles of two magnets. Note, I'm saying play, not players. The activity of play doesn't hybridize well between Gamism and Narrativism, but it does shift, sometimes quite easily.​

This passage picks up all the features of 4e that are being objected to in this thread (and its cousins on this board): immersion-killing author stance; fortune-in-the-middle ("Schroedinger's wounds"); exploration ("realism") negotiated among the participants subject to constraints from the mechanics, rather than delivered at every point in play by those mechanics.

Because 4e supports both aesthetic/thematic rewards (because of its integration of story elements with mechanical elements) and "cool move, dude" rewards, it can shift between rewards in the way Edwards describes.

Furthermore, I honestly think, from recent posts, articles, blogs, etc. that even many of 4e's designers and developers are aware of it or at least understand what it is many are turned off by in 4e's design... contrary to what most fans of 4e claim.
Who claims that the designers aren't aware of why many RPGers don't like 4e?

The designers are aware of the obvious features of the game - it's metagame, fortune-in-the-middle mechanics, its support of author as well as (sometimes over) actor stance, etc. No one that I'm aware of denies that the game has these features. That it has them is obvious.

This doesn't show the game is poorly designed. Nor does it show that it can't support a variety of non-simulationist playstyles.
 

Can I insult it to death?
If it's bad taste to offer a serious answer, I apologise. But my serious answer is "No, you can't insult a green slime to death. But you can kill a green slime by viciously mocking the demon lord of slimes and all his work, including this particular green slime on the dungeon roof in front of you."

What I've learned in the past 40 pages:

I'm playing chess, and my opponent complains that knights don't move in L-shapes, that it's totally unrealistic. Do I say:
1) "This is an abstract game, I don't imagine a knight moving in L-shapes, because it's not a real or imaginary knight, it's a game piece"
2) "Obviously, the knight trots the horse forward a few paces and then pulls hard on the reins to turn the horse right or left"

I hope that if we can agree on anything, it's that #1 is essentially the correct answer for chess.
Agreed on chess.

But let's say that two boys are playing chess and both are imagining a duel. Boy A imagines a story that fit the rules -- L-obsessed knights and walking castles and queens who are faster and mobile than fat slow kings. Boy B sees that as kooky and bending over backwards, and wants rules (by default or by flexibility) that are consistent with more "realistic" stories.

To me, with bards insulting skeletons to death, I really thought I had finally found the 'Aha!' riposte to make my case once and for all. Nevertheless, others clearly enjoy the challenge of coloring inside the lines provided.

So what I've learned is that arguing about what is "realistic" in the fiction is to always be talking past each other. Decide first if D&D rules should nod to realism or D&D fiction must nod to the rules or a compromise of sorts. The rest will follow more naturally. (And I won't need any more analogies).
And here I think you've isolated the point of controversy.

Most of my replies are old hat - for which I apologise, but this whole discussion seems to a significant extent to be a rerun of past ones.

First, the phrase "fiction nods to rules" - which Raven Crowking and BryonD have both used in the past - I find unhelpful. All versions of D&D involved rules which shape the fiction - for example, in Basic D&D and 1st ed AD&D, PC clerics never use swords or spears.

More importantly, I find the analogy between the chess story, and 4e, completely unhelpful. Perhaps if a D&D campaign involved no action except for a solitary bard fighting only skeletons and oozes, than the analogy might get some purchases. Perhaps the story might come to seem contrived - although personally I would still want a bit more of an account of what the story involves. Some surprisingly interesting stories can be built out of contrived elements.

But in fact the campaign will involved much more action than that - more PCs, more variation in foes, etc, etc. It's like Come and Get It and the wizard who is wrongfooted, or zigs when he should have zagged, or turns back just at the wrong moment - a campaign of this and nothing else might seem contrived, but in fact it is likely to be a one-off event.

At which point, the case you seem to be making becomes something like an "in principle" case - along the lines of "A group of 4e players who play nothing but bards using Vicious Mockery to fight slimes and skeletons will end up having to tell a contrived fiction". And even if that is true, it tells us basically nothing about any actual 4e campaign, any actual episode of 4e play.

As I posted way upthread (I think it was in this thread), no D&D game played by the rules will start with one of the PCs being a prince of tremedous wealth. This is not because there are no worthy stories to be told about such a protagonist; it is a metagame contrivance ("fiction following the rules"). But it is a balance-generated burden on storytelling that we've coped with for over 30 years. If every D&D campaign started with the PCs as nobles at court, but all needing some story to tell about why they had no great wealth, and all being unable to obtain wealth except by killing monsters in dungeons, the contrivance might be a harder one to cope with - but I've never heard of such a campaign being run. It's like the single bard vs slimes and skeletons campaign - merely imaginary. Or, rather, any group which did choose to run it would work out among themsevles how to elminate or adequately cope with the contrivance, such that the game would run fine for them. In which case, what's the problem?

I said that I wanted a game that explains the mechanics, including minor bits that aren't as likely to come up very often.
I know I'm not looking for another 3e or 3.5 remake from WOTC. I'm looking for 5e to a game which isn't 4e, but isn't 3e either. I want it to be the next step, hopefully its one that steps toward something more "realistic" and "simulationist" and less "gamist".
Nothing wrong with any of this. A question - do you play games like Runequest, Rolemaster, Chivalry and Sorcery, GURPS or HERO? They already go a lot further than 3E along the "realism" path.

In Tolkien, as with other games, variations, alternate histories, etc. It is set ON EARTH and assumed to have the same basic principles of the real world, except magic works.

<snip>

I want a game where physics aren't "4e universe" but instead "our universe"-adjacent including magic.
As was already mentioned upthread, there are biolgoical anomilies here, like flying dragons and non-feeble giants. Are these magic, or non-magical depatures from the physics of our universe?

And in Tolkien there are economic anomolies. The Shire, an essentially autarkic community, has a material standard of living comparable to early industrial England, which was a centre of world trade and production. Is this magic, or a non-magical departure from the sociology of our universe?

lets assume that the DM bought the system expecting 4e to actually adjudicate information, not just to give them ability blocks to distribute like crackers. Next let's assume that player 1 thinks that the ability shouldn't hit skeletons, and player 2 disagrees. As with any version of DnD, they turn to the DM. The DM scratches their head and realize they don't have an logical explanation either way and turns to the book. The book doesn't know either. How perplexing, darned book should have had the answer. DM makes a call and one player is angry. Both players decide to play in other games. In other games the DM (a new one or different one) comes up with a completely different interpretation and the game continues. Now I'm not saying that the DMs are wrong in either case, nor am I saying that they shouldn't come up with answers, NOR am I saying they should be bound by the rules. I AM saying that the rules should be there to give clarification and answers so that the DM doesn't have to come up with things all on their own every single time. (By clarification I mean more info than "Say Yes".)
Games can break up over any number of things - poor GMing, crappy adventures, TPKs due to swingy combat mechanics, etc, etc. Is there any evidence that 4e is more prone to breaking up games than other systems?

most arguments about reskinning/recolouring/reflavouring seems to assume that the rules just outright allow it. Where as most of these interpretations aren't supported by the actual text given in the actual spell.
I think most people talking about "reskinning" have in mind page 55 of the 4e PHB:

A power’s flavor text helps you understand what happens when you use a power and how you might describe it when you use it. You can alter this description as you like, to fit your own idea of what your power looks like.​
 

When Arneson had players take individual heroes off of the battlefield and control them in a dungeon, firsthand, that was a paradigm shifter like perspective.
This deserves to be repeated. The line that was crossed when the game went from war game to role-playing game, the implications of what the game was and how it was played was a sea-change, fundamental and revolutionary in scope. No iteration of RPGs (or games in general) has come close to this revolution.
 

If it's bad taste to offer a serious answer, I apologise. But my serious answer is "No, you can't insult a green slime to death. But you can kill a green slime by viciously mocking the demon lord of slimes and all his work, including this particular green slime on the dungeon roof in front of you."


I appreciate the answer, serious or otherwise. The larger problem this raises is regarding D&D 4E having a default setting that by the rules requires the existence of a "demon lord of slimes" for a green slime (or any other slime?) to exist and function within the rules such that a verbal thrashing can destroy one, and for all green slimes (and any other slimes?) to be interconnected through the existence of the "demon lord of slimes." That's a serious departure from the traditional way in which folks deal with green slimes and, to put it in the context of this thread on nods to realism, it allows little room within the rules for individual adjustment without needing to deal with additional problems of setting and rules.
 

This doesn't show the game is poorly designed. Nor does it show that it can't support a variety of non-simulationist playstyles.

I love the work that Baker has done over the years, he is actually one of my favorite designers, and I think that the Dark Sun Campaign Setting is by far the most inspired campaign setting for feel and mechanical value that is out there for 4e. Even then, I found his example for simulation (hitting someone over the head with a lantern) to be off-track. It seems that he was trying to make the point that 4e varies from the others because it is a game, not a simulation, and that the game tries very hard to not let you make up actions that aren't what the game designer wants you to do.

The example seems ridiculous, specially because it flies in the face of the pretty robust framework that 4e has put in place exactly to handle this type of "simulation"; if you even want to call it that. Page 42 of the DMG covers this in such easily digestible detail that I would not think twice about where to go to handle this.

Player: I swing the lantern wildly, I'm trying to make it bust on the "dude's" head.
DM: Okay, roll a Dex Check vs. Reflex.
Player: I rolled a 19 total.
DM: The lantern lands squarely on the "dude's" head exploding in flames. Roll damage, let's make that 3d6+3.
Player: That's 13 points of damage, can he catch on fire?
DM: That was a pretty solid hit, there's a chance. Make another Dex Check vs. Reflex.
Player: I rolled a nat 20
DM: Okay, he's on fire and will take ongoing fire damage save ends.

I found none of that hard to do at all. There were two basic concepts to handling the situation "Say, yes" and DMG pg 42 "Actions the Rules Don't Cover". However, that is not the beauty of the system. The real beauty is that this particular system can be used for almost every abstraction/simulation.

1. I want to jump over the railing an land on the trolls head (pg 42)
2. I want to upturn the brazier, and spread the coals on the guards (pg 42)
3. I want to sweet-talk the servant girl, and have her help me get into the manor house (pg 42)
4. I want to spend some time casing this place so I can determine the guard schedule (pg 42)
5. The fire is almost at my feet. I want to make a jump to the railing on the top balcony, by using the sides of those columns as support (jackie chan style) (pg 42)
6. With all my momentum, I want to do a double-kick on this guy to push him over the railing (pg 42)

Now if I tried all those things in 1e, most of the stuff would be all over the DMG or I'd have to make it up. If it was in 3e the first one might be a grapple of some kind, the second one might be a skill check, the third one would be a skill check, the fourth a skill check, the fifth a skill check, and the 6th would be some combination of attack with an overrun and possibly an acrobatics check.

Don't get me wrong, I'm sure all the game systems can handle these things. However I seriously doubt that 4e actually makes you work really hard to accomplish what you want. The hard one is definitely not 4e. Just by not having to resolve the first one as a grapple, 4e already moved this into the easy to handle category.
 
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The larger problem this raises is regarding D&D 4E having a default setting that by the rules requires the existence of a "demon lord of slimes" for a green slime (or any other slime?) to exist and function within the rules such that a verbal thrashing can destroy one, and for all green slimes (and any other slimes?) to be interconnected through the existence of the "demon lord of slimes." That's a serious departure from the traditional way in which folks deal with green slimes and, to put it in the context of this thread on nods to realism, it allows little room within the rules for individual adjustment without needing to deal with additional problems of setting and rules.
While I think there are probably other ways of handling the Bard vs slime issue, should it come up in a game, I think your bigger point is right (altough for me, at least, it hasn't been a problem). 4e has a default setting - a cosmology, and a set of gods and godlike beings who populate that cosmology - that (at least in my view, as I've read and played the game) is fairly tightly built into the game. I'm sure there are heaps of 4e groups who are homebrewing their 4e campaign world, gods etc, but the game tends to rely (again, at least as I look at it) on filling in the relevant story elements to support all its moving parts.

From my point of view, this is why I find the suggestion that 4e is devoid of "flavour", "fluff" or story elements strange. I think it is imbued with them. Worlds and Monsters set the initial tone for this, and the game has largely followed through.
 
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I found none of that hard to do at all. There were two basic concepts to handling the situation "Say, yes" and DMG pg 42 "Actions the Rules Don't Cover". However, that is not the beauty of the system. The real beauty is that this particular system can be used for almost every abstraction/simulation.

1. I want to jump over the railing an land on the trolls head (pg 42)
2. I want to upturn the brazier, and spread the coals on the guards (pg 42)
3. I want to sweet-talk the servant girl, and have her help me get into the manor house (pg 42)
4. I want to spend some time casing this place so I can determine the guard schedule (pg 42)
5. The fire is almost at my feet. I want to make a jump to the railing on the top balcony, by using the sides of those columns as support (jackie chan style) (pg 42)
6. With all my momentum, I want to do a double-kick on this guy to push him over the railing (pg 42)


Can you expand individually on how each of these examples is handled by page 42, please?
 

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